WIP
This commit is contained in:
@@ -30,6 +30,10 @@ public:
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private:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job);
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void BindExplosionUniforms();
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void BindExplosionTextures();
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Texture* m_WhiteTexture;
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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Texture* m_BlackTexture;
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@@ -19,7 +19,8 @@
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struct RenderScene
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struct RenderScene
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{
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{
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::Camera* Camera = nullptr;
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::Camera* Camera = nullptr;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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@@ -28,7 +29,8 @@ struct RenderScene
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void Clear()
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void Clear()
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{
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{
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ForwardJobs.clear();
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OpaqueObjects.clear();
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TransparentObjects.clear();
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PointLightJobs.clear();
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PointLightJobs.clear();
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TextJobs.clear();
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TextJobs.clear();
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DirectionalLightJobs.clear();
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DirectionalLightJobs.clear();
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@@ -41,7 +41,7 @@ private:
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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bool OnInputCommand(const Events::InputCommand& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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@@ -2,5 +2,6 @@
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<Model xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Model.xsd">
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<Model xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Model.xsd">
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<Resource></Resource>
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<Resource></Resource>
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<Color R="1" G="1" B="1" A="1"/>
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<Color R="1" G="1" B="1" A="1"/>
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<Transparent>false</Transparent>
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<Visible>true</Visible>
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<Visible>true</Visible>
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</Model>
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</Model>
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@@ -15,6 +15,9 @@
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<xs:element name="Color" type="t:Color" minOccurs="0">
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<xs:element name="Color" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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<xs:element name="Transparent" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the model is transparent or not</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the model is visible or not</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Wether the model is visible or not</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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@@ -49,7 +49,11 @@ void EditorRenderSystem::Update(double dt)
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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scene.ForwardJobs.push_back(modelJob);
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if(cModel["Transparent"]) {
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scene.TransparentObjects.push_back(modelJob);
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} else {
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scene.OpaqueObjects.push_back(modelJob);
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}
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}
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}
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}
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}
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}
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}
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@@ -58,124 +58,38 @@ void DrawFinalPass::Draw(RenderScene& scene)
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GLERROR("DrawFinalPass::Draw: Pre");
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GLERROR("DrawFinalPass::Draw: Pre");
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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GLuint shaderHandle;
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DrawModelRenderQueues(scene.OpaqueObjects);
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GLERROR("DrawFinalPass::Draw: OpaqueObjects");
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DrawModelRenderQueues(scene.TransparentObjects);
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GLERROR("DrawFinalPass::Draw: TransparentObjects");
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//Draw opaque
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if(explosion) {
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//uniforms
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} else {
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//uniforms
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}
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//draw transparent
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if(explosion) {
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} else {
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}
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//Explosion uniforms
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//Normal Uniforms
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//TODO: Render: Add code for more jobs than modeljobs.
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : scene.ForwardJobs) {
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for (auto &job : scene.ForwardJobs) {
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if (explosionEffectJob) {
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m_ExplosionEffectProgram->Bind();
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shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
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GLERROR("DrawFinalPass::ExplosionEffect: 1");
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
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glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
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glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
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glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
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glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness);
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glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
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glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
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glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
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glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
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glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
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glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor));
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GLERROR("DrawFinalPass::ExplosionEffect: 2");
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (explosionEffectJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (explosionEffectJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
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GLERROR("DrawFinalPass::ExplosionEffect: END");
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//m_ExplosionEffectProgram->Unbind();
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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m_ForwardPlusProgram->Bind();
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GLERROR("1.1");
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shaderHandle = m_ForwardPlusProgram->GetHandle();
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if (scene.ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor));
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage);
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if (modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glActiveTexture(GL_TEXTURE1);
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if (modelJob->IncandescenceTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}
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/*if(modelJob->GlowMap != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}*/
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//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
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GLERROR("DrawFinalPass::Model: END");
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// m_ForwardPlusProgram->Unbind();
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}
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}
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}
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GLERROR("DrawFinalPass::Draw: END");
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GLERROR("DrawFinalPass::Draw: END");
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delete state;
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delete state;
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}
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}
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@@ -213,4 +127,153 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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GLERROR("MipMap Texture initialization failed");
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GLERROR("MipMap Texture initialization failed");
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}
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}
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs)
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{
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for(auto &job : jobs)
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{
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if(explosionEffectJob) {
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//Bind program
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m_ExplosionEffectProgram->Bind();
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GLuint shaderHandle = m_ExplosionEffectProgram->GetHandle();
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//Bind uniforms
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BindExplosionUniforms();
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//bind textures
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//draw
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} else {
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//bind forward program
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//shaderhandle
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//bind uniforms
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//bind textures
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//draw
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}
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}
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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if (explosionEffectJob) {
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m_ExplosionEffectProgram->Bind();
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shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
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GLERROR("DrawFinalPass::ExplosionEffect: 1");
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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GLERROR("DrawFinalPass::ExplosionEffect: 2");
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (explosionEffectJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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glActiveTexture(GL_TEXTURE0);
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if (explosionEffectJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
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GLERROR("DrawFinalPass::ExplosionEffect: END");
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//m_ExplosionEffectProgram->Unbind();
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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m_ForwardPlusProgram->Bind();
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GLERROR("1.1");
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shaderHandle = m_ForwardPlusProgram->GetHandle();
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if (scene.ClearDepth) {
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
|
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||||
|
GLERROR("DrawFinalPass::Draw: Uniforms");
|
||||||
|
|
||||||
|
DrawModelRenderQueues(scene.OpaqueObjects, shaderHandle);
|
||||||
|
GLERROR("DrawFinalPass::Draw: OpaqueObjects");
|
||||||
|
DrawModelRenderQueues(scene.TransparentObjects, shaderHandle);
|
||||||
|
GLERROR("DrawFinalPass::Draw: TransparentObjects");
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto &job : job) {
|
||||||
|
if (modelJob) {
|
||||||
|
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||||
|
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
|
||||||
|
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor));
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
if (modelJob->DiffuseTexture != nullptr) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||||
|
} else {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
|
}
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
if (modelJob->IncandescenceTexture != nullptr) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
|
||||||
|
} else {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||||
|
}
|
||||||
|
|
||||||
|
//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
|
||||||
|
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||||
|
if (modelJob->Animation != nullptr) {
|
||||||
|
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindVertexArray(modelJob->Model->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||||
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int)));
|
||||||
|
GLERROR("DrawFinalPass::Model: END");
|
||||||
|
// m_ForwardPlusProgram->Unbind();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawFinalPass::BindExplosionUniforms()
|
||||||
|
{
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
|
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix));
|
||||||
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
|
||||||
|
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
|
||||||
|
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness);
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
|
||||||
|
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor));
|
||||||
|
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
|
||||||
|
}
|
||||||
|
|||||||
@@ -56,7 +56,7 @@ void PickingPass::Draw(RenderScene& scene)
|
|||||||
}
|
}
|
||||||
m_Camera = scene.Camera;
|
m_Camera = scene.Camera;
|
||||||
|
|
||||||
for (auto &job : scene.ForwardJobs) {
|
for (auto &job : scene.OpaqueObjects) {
|
||||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
|
|
||||||
if (modelJob) {
|
if (modelJob) {
|
||||||
@@ -101,6 +101,52 @@ void PickingPass::Draw(RenderScene& scene)
|
|||||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (auto &job : scene.TransparentObjects) {
|
||||||
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
|
|
||||||
|
if (modelJob) {
|
||||||
|
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||||
|
|
||||||
|
PickingInfo pickInfo;
|
||||||
|
pickInfo.Entity = modelJob->Entity;
|
||||||
|
pickInfo.World = modelJob->World;
|
||||||
|
pickInfo.Camera = scene.Camera;
|
||||||
|
|
||||||
|
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
|
||||||
|
if (color != m_EntityColors.end()) {
|
||||||
|
pickColor[0] = color->second[0];
|
||||||
|
pickColor[1] = color->second[1];
|
||||||
|
} else {
|
||||||
|
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
|
||||||
|
if (m_ColorCounter[0] > 255) {
|
||||||
|
m_ColorCounter[0] = 0;
|
||||||
|
m_ColorCounter[1] += 5;
|
||||||
|
} else {
|
||||||
|
m_ColorCounter[0] += 50;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
|
||||||
|
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||||
|
|
||||||
|
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||||
|
|
||||||
|
if (modelJob->Animation != nullptr) {
|
||||||
|
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindVertexArray(modelJob->Model->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||||
|
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
m_PickingBuffer.Unbind();
|
m_PickingBuffer.Unbind();
|
||||||
GLERROR("PickingPass Error");
|
GLERROR("PickingPass Error");
|
||||||
|
|||||||
@@ -31,7 +31,7 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
|
||||||
{
|
{
|
||||||
auto models = m_World->GetComponents("Model");
|
auto models = m_World->GetComponents("Model");
|
||||||
if (models == nullptr) {
|
if (models == nullptr) {
|
||||||
@@ -75,7 +75,6 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
float fillPercentage = 0.f;
|
float fillPercentage = 0.f;
|
||||||
glm::vec4 fillColor = glm::vec4(0);
|
glm::vec4 fillColor = glm::vec4(0);
|
||||||
if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
|
if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
|
||||||
@@ -99,7 +98,11 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
|||||||
fillColor,
|
fillColor,
|
||||||
fillPercentage
|
fillPercentage
|
||||||
));
|
));
|
||||||
jobs.push_back(explosionEffectJob);
|
if (modelComponent["Transparent"]) {
|
||||||
|
transparentJobs.push_back(explosionEffectJob);
|
||||||
|
} else {
|
||||||
|
opaqueJobs.push_back(explosionEffectJob);
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
|
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(
|
||||||
model,
|
model,
|
||||||
@@ -111,7 +114,11 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
|
|||||||
fillColor,
|
fillColor,
|
||||||
fillPercentage
|
fillPercentage
|
||||||
));
|
));
|
||||||
jobs.push_back(modelJob);
|
if (modelComponent["Transparent"]) {
|
||||||
|
transparentJobs.push_back(modelJob);
|
||||||
|
} else {
|
||||||
|
opaqueJobs.push_back(modelJob);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -222,7 +229,7 @@ void RenderSystem::Update(double dt)
|
|||||||
RenderScene scene;
|
RenderScene scene;
|
||||||
scene.Camera = m_Camera;
|
scene.Camera = m_Camera;
|
||||||
scene.Viewport = Rectangle(1280, 720);
|
scene.Viewport = Rectangle(1280, 720);
|
||||||
fillModels(scene.ForwardJobs);
|
fillModels(scene.OpaqueObjects, scene.TransparentObjects);
|
||||||
fillPointLights(scene.PointLightJobs, m_World);
|
fillPointLights(scene.PointLightJobs, m_World);
|
||||||
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
|
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
|
||||||
fillText(scene.TextJobs, m_World);
|
fillText(scene.TextJobs, m_World);
|
||||||
|
|||||||
@@ -150,7 +150,7 @@ void Renderer::InitializeTextures()
|
|||||||
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
|
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
|
||||||
{
|
{
|
||||||
//Sort all forward jobs so transparency is good.
|
//Sort all forward jobs so transparency is good.
|
||||||
scene.ForwardJobs.sort(Renderer::DepthSort);
|
scene.TransparentObjects.sort(Renderer::DepthSort);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||||
|
|||||||
Reference in New Issue
Block a user